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10-Man IdleNewsRelease 1.4.1 - Treasure chests and a faster start.
In-game event

Release 1.4.1 - Treasure chests and a faster start.

10-Man Idle · published 14 Sep 2026, 23:59 UTC

All newsPlayers around this dateRead on Steam

======================================

10-Man Idle - Release Notes

Version: release.v1.4.1

Platform: Windows & macOS

======================================

NEW FEATURE - TREASURE CHESTS

-----------------------------

* While your heroes are out adventuring - questing, exploring a

dungeon, or raiding - a treasure chest can appear right on the

finder's roster card. Click it to see what they found!

* Opening a chest always pays gold, usually includes a bundle of

materials, and sometimes holds a piece of gear. The loot comes

from whatever the finder is doing: a quest chest carries that

quest's rewards, and a dungeon or raid chest draws from that

dungeon's own loot table - yes, that means a Goblin Mines chest

can hold goblin gear.

* Chests wait around a little longer than other pickups, but they

do wander off if ignored. Only one appears at a time, and they

will never crowd out a Rally prompt during combat.

* If your bank is full, whatever doesn't fit converts to gold, so

a chest is never wasted.

* Like all pickups, chests are a live-play bonus: they don't

appear during offline catch-up and don't carry across save

slots.

A FASTER, FRIENDLIER START

--------------------------

* Level-1 gathering nodes are much quicker (7-10 seconds, down

from 22-30). Higher-tier nodes are unchanged - the early game

just gets moving faster.

* Early quests are much shorter too: level-1 quests now run about

a minute instead of three-plus. Quest lengths ramp back up and

rejoin the old curve exactly at level 10, so mid- and late-game

pacing is untouched.

* The first two character levels need less experience, so your

first level-up lands in the first couple of minutes. Levels 3

and up are unchanged.

* The Goblin Mines have been re-tuned so a freshly recruited

3-hero party has a fair fight instead of a near-guaranteed

wipe. Get in there and start earning that guild XP!

BALANCE CHANGES

---------------

* Quest auto-progression is smarter: after a success, your hero

only advances to the next quest if they have a real shot at it

(50% or better). Otherwise they keep working the best quest

they can win and push forward once they've grown into it. No

more heroes grinding endless failures overnight. Manually

assigned quests are unaffected - if you want to gamble on a

Deadly quest, that is still your call.

* Everything now sells for at least 1 gold at the Auction House,

and sell prices round up instead of down. Calmroot, linen

cloth, and light hides no longer sell for zero.

BUG FIXES

---------

* Fixed combat quests paying out more gold and XP than the quest

screen displayed. Payouts now match what you see when picking

the quest.

SAVE COMPATIBILITY

------------------

Fully backward-compatible. Existing saves load and play exactly

as before on all platforms. Characters mid-action finish their

current task on the old timing, then pick up the new pacing on

their next one. If a low-level character has experience banked,

they may level up on their next quest or gather - enjoy the

freebie.

Thank you for all the feedback on the early game - this update is

aimed squarely at making those first hours more fun. Keep the

reports and suggestions coming!

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